In my opinion Fighting is one of the most hardest types to use because it's very very limited and at the same time has many common weaknesses. I'd like to hear ways to actually improve this team, because I myself am in doubt this is a very good team.

Lucario @ Lucarionite Ability: Justified EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Bullet Punch - Swords Dance - High Jump Kick/Close Combat - Extreme Speed The Ultimate Powerhouse of the team, it's very foundation, mega lucario! This set is very very generic that I shouldn't need to explain but, but alas it is actually needed. I'd run Mega Lucario probably when all the cripplers are down, because I want to take care of my lucario and apparently /ds fighting type, heal bell = none. The weirdest thing you could possibly see there is High Jump Kick, well I just like it so much though it's super taxing when it misses. Anyways, HJK is actually a good move to break through most walls even without a 2x Atk boost from Swords Dance, it's difference from Close Combat is that High Jump Kick has more power(+10) but less accuracy(-10), so it's basically up to you on what you actually want to use.

Hitmontop @ Leftovers Ability: Intimidate EVs: 252 HP / 4 Atk / 252 SpD Careful Nature - Rapid Spin - Sucker Punch/Fake Out - Close Combat - Toxic The Dark Horse of the team I would say, Hitmontop became a good pick of mine because of it's intimidate+it's ability to rapid spin off hazards which can probably threaten the team. Hitmontop is like the only thing here in this that can tank a few hits due to it's EV investment. I kinda like Toxic to wear down some stallers or stuff, while Close Combat can be used for killing non tanks but can't kill hitmontop. You can actually choose between Sucker Punch and Fake Out depending on your reference, Sucker Punch can be used to prio kill some mons with more power while Fake Out can do the same and can also break sashes or multiscales but with less power.

Breloom @ Focus Sash Ability: Technician EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Bullet Seed - Spore - Swords Dance/Rock Tomb - Mach Punch Your generic mon, this set is just the most effective thing able to work on breloom. He acts as a secondary power house being able to sweep many mons if able to set up. I recommend Swords Dance because it's perfect with Spore, but Rock Tomb finds itself a slot as an or option because it serves as a very good coverage move and being able to be boosted with technician.

Poliwrath @ Assault Vest/Leftovers/Life OrbAbility: Water Absorb EVs: 96 HP / 252 SpA / 160 Spe Modest Nature - Hydro Pump/Scald - Focus Blast - Ice Beam - Vacuum Wave/Icy Wind I don't know what to say, lets just skip this guy. Nah jk. Anyways Poliwrath is just an odd ball here, he serves as a special attacker because I need one and because he has good special attacks though naturally his attack is higher than his special attack. He wears an assault vest because I think it fits him better/ it's the only thing good for him. You may choose between Vacuum Wave or Icy Wind because both are very helpful for you, Vacuum Wave is a good prio move recommended when you use LO Poliwrath, meanwhile Icy Wind can wear the opponent's speed so that my other mons can outspeed them or force the opponent to swtich out. Also didn't you her? This guy has Water Absorb, yey (i think).

Gallade @ Choice Scarf Ability: Justified EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Close Combat - Psycho Cut - Destiny Bond/Ice Punch/Fire Punch - Knock Off Well, I dont know what came into my head when I did this. Scarf Gallade is something I always thought, having a lot of attack I just think Gallade needs more speed, therefore I made him wear a Scarf. This moveset is very generic, you may choose between Ice Punch, Fire Punch (coverage moves) or Destiny Bond which can surprise the opponent as you use your Scarf Gallade(+1 surprise) and having a Destiny Bond(+1 surprise again).

Infernape @ Focus Sash Ability: Iron Fist EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Mach Punch - Flare Blitz - Stealth Rock - Will-O-Wisp Ah yes Infernape, the only thing that can set up rocks for fighting types. Well Infernape is one of those mons that need to be present in Fighting Type teams. Mach Punch and Flare Blitz, very weird indeed I just chose Mach Punch for Prio+Iron Fist boost and Flare Blitz as the main coverage. The other weird thing in infernape's moveset is will-o-wisp. It can be used to cripple down fast sweepers that rely on their sheer force(not the ability), like Kyurem-Black, Scarfmence and their other kinds. Since infernape has sash, he can actually take a hit from those mons and shut them down with WoW and if he survives another hit because they're burned, he then can set up rocks, fun right?

Anyways I'll take all your suggestions into meaning, for I myself want to enrich this team and train their Spiritual and Physical Body.

Hitmontop is a horrible choice on a Fighting team, since you can have so much better stuff on it. Fighting doesn't take much damage from Stealth Rocks, which are the most common hazards. You can run anything on this slot, but I'm suggesting this;

Conkeldurr @ Assault Vest Ability: Guts EVs: 248 HP / 252 Atk / 8 SpD Adamant Nature - Drain Punch - Mach Punch - Knock Off - EarthquakeConkeldurr is a perfect switchin to special moves, as well as stray Will-o-Wisps or Toxic's. It also has all the necessary bulk you need in place of Hitmontop. Drain Punch for Fighting STAB + recovery, Mach Punch as priority, Knock Off for utility and Earthquake because it kills. You could run Ice Punch or Poison Jab on Conkeldurr, but you already have an Ice Punch and a Gunk Shot user on your team (if you consider my suggestions below).Or, since Sableye / Sableye-Mega is going to be annoying, Banded Guts Heracross is an option. It legit kills that wally meme. But on the downside, the speed tier it has isn't great. The set;

Heracross @ Choice Band Ability: Guts EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Megahorn - Stone Edge - Earthquake - Knock OffMegahorn for Bug STAB, Stone Edge for coverage against Flying types. Earthquake because it kills stuff, and Knock Off for utility. You must be wondering, 'I have two sashes!! They would be useless if the opponent set up rocks!! LB, y?!' Lemme explain.

You don't need two sashes, and two potential leads. I suggest running LO on either one of them. If you're going for LO Breloom, the set is fine as it is. If you're going for LO Infernape, the set should look something like this;Infernape @ Life Orb Ability: Blaze EVs: 4 Atk / 252 SpA / 252 Spe Hasty Nature - Stealth Rock - Fire Blast - Close Combat - Grass Knot

Iron Fist on Infernape is a no-no, Blaze is worlds better, whether if you're running Sash or not. Mixed Infernape is a legitimate good set, since it hits pokemon like Ferrothorn hard. If you'd go for Flare Blitz, the recoil would be too much for it to handle. Aka, you'd have tough time even when you're matched up with defensive teams you have advantage over, like Lux's Steel (you can have a field day with Lux's team when you have this godset :^]). Grass Knot is there to damage water types, especially Water/Ground types.If you're running Sash, the set should be the same, except that you could run Taunt > Endeavor > Grass Knot. It's an extremely underrated set.

Poliwrath seems nice at first, but then you notice that your whole team struggles against Azumarill. But, an affordable option you could run is Toxicroak. It has Dry Skin, so it can soak up Scalds for days, and also Aqua Jets from Azumarill. Even if your opponent runs max speed (Jolly) Azu, Toxicroak still outspeeds.The set is;

Swords Dance is for easy set ups on most Water types, Drain Punch for Fighting STAB and recovery. Gunk Shot murders those Fairies. Since most Fairies are at a mediocre speed tier, it should be pretty easy to weaken most of a Fairy team with this and/or clean it in later game. Sucker Punch is for Psychic types. Though it doesn't do much, it's an honest to goodness choice for the last slot. Also provides priority. That is, if you can predict your opponent is going for an attacking move.

Since it's Scarf, there is no way you'd run Fake Out on it. High Jump Kick for Fighting STAB. Zen Headbutt for Psychic STAB. Ice Punch for hitting Flying and Ground types. Poison Jab for obligatory Fairy murdering. Bullet Punch is a risky option, if you're running it, be sure to only lock into it when you're certain that priority BPunch cleans the rest of your opponent's team.

Okay, first; you don't need two priority moves on Lucario-Mega. I'd suggest you go for Extreme Speed. Bullet Punch has STAB, but since you run SD, it should matter much. Run mixed attacker, aka Flash Cannon > Bullet Punch.

Hitmontop is a horrible choice on a Fighting team, since you can have so much better stuff on it. Fighting doesn't take much damage from Stealth Rocks, which are the most common hazards. You can run anything on this slot, but I'm suggesting this;

Conkeldurr @ Assault Vest Ability: Guts EVs: 248 HP / 252 Atk / 8 SpD Adamant Nature - Drain Punch - Mach Punch - Knock Off - EarthquakeConkeldurr is a perfect switchin to special moves, as well as stray Will-o-Wisps or Toxic's. It also has all the necessary bulk you need in place of Hitmontop. Drain Punch for Fighting STAB + recovery, Mach Punch as priority, Knock Off for utility and Earthquake because it kills. You could run Ice Punch or Poison Jab on Conkeldurr, but you already have an Ice Punch and a Gunk Shot user on your team (if you consider my suggestions below).Or, since Sableye / Sableye-Mega is going to be annoying, Banded Guts Heracross is an option. It legit kills that wally meme. But on the downside, the speed tier it has isn't great. The set;

Heracross @ Choice Band Ability: Guts EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Megahorn - Stone Edge - Earthquake - Knock OffMegahorn for Bug STAB, Stone Edge for coverage against Flying types. Earthquake because it kills stuff, and Knock Off for utility. You must be wondering, 'I have two sashes!! They would be useless if the opponent set up rocks!! LB, y?!' Lemme explain.

You don't need two sashes, and two potential leads. I suggest running LO on either one of them. If you're going for LO Breloom, the set is fine as it is. If you're going for LO Infernape, the set should look something like this;Infernape @ Life Orb Ability: Blaze EVs: 4 Atk / 252 SpA / 252 Spe Hasty Nature - Stealth Rock - Fire Blast - Close Combat - Grass Knot

Iron Fist on Infernape is a no-no, Blaze is worlds better, whether if you're running Sash or not. Mixed Infernape is a legitimate good set, since it hits pokemon like Ferrothorn hard. If you'd go for Flare Blitz, the recoil would be too much for it to handle. Aka, you'd have tough time even when you're matched up with defensive teams you have advantage over, like Lux's Steel (you can have a field day with Lux's team when you have this godset :^]). Grass Knot is there to damage water types, especially Water/Ground types.If you're running Sash, the set should be the same, except that you could run Taunt > Endeavor > Grass Knot. It's an extremely underrated set.

Poliwrath seems nice at first, but then you notice that your whole team struggles against Azumarill. But, an affordable option you could run is Toxicroak. It has Dry Skin, so it can soak up Scalds for days, and also Aqua Jets from Azumarill. Even if your opponent runs max speed (Jolly) Azu, Toxicroak still outspeeds.The set is;

Swords Dance is for easy set ups on most Water types, Drain Punch for Fighting STAB and recovery. Gunk Shot murders those Fairies. Since most Fairies are at a mediocre speed tier, it should be pretty easy to weaken most of a Fairy team with this and/or clean it in later game. Sucker Punch is for Psychic types. Though it doesn't do much, it's an honest to goodness choice for the last slot. Also provides priority. That is, if you can predict your opponent is going for an attacking move.

Since it's Scarf, there is no way you'd run Fake Out on it. High Jump Kick for Fighting STAB. Zen Headbutt for Psychic STAB. Ice Punch for hitting Flying and Ground types. Poison Jab for obligatory Fairy murdering. Bullet Punch is a risking option, if you're running it, be sure to only lock into it when you're certain that priority BPunch cleans the rest of your opponent's team.

On the two other slots, you decide whether you want to run Sash Breloom with LO Infernape, or LO Breloom with Sash Infernape. In the last slot, see my Conkeldurr set, or Banded Heracross set.

There we go, the check on your team as you asked me. :> Have funsies!! Be sure to post some replays with that team!!

Oooh I see, that's nice of you to provide such suggestions. I'm no fan of conkeldurr because its too damn slow and it gets 2hko by togekiss with SpD investment, even with AV I just don't like Conkeldurr, I see it fail many times in my battles (both OU, Monotype and CQ) Anyways my interests are piqued for that Scarf Medicham, The Banded Heracross sounds good too. For the Breloom or Infernape, I'd rather put sash on Breloom because he'll need it so much and he's more vital to my team. (I used to run LO Breloom actually, but it just sucked so much :< so I'll put LO or Lefties on Infernape and keep my old moveset (ahaha) because I just gotta love WoW.I see your point on Lucario, I think I'll give a try on that Flash Cannon since it might actually work.For that Toxicroak, I'm just worried that I'll get walled with something with Uber Defense, which worries me a lot. But I guess it doesn't hurt to try right? I'll post some replays soon enough -w-

I'm no fan of conkeldurr because its too damn slow and it gets 2hko by togekiss with SpD investment, even with AV I just don't like Conkeldurr, I see it fail many times in my battles (both OU, Monotype and CQ)

Then heracross it is!!!

Lefties on Infernape and keep my old moveset (ahaha) because I just gotta love WoW.

I've got to be blunt here. Max Speed Status Infernape isn't a thing. Even if you do get max bulk, lefties and WoW on it, the defense will never be that great. But it's your choice, heheh.

For that Toxicroak, I'm just worried that I'll get walled with something with Uber Defense, which worries me a lot.

That's why we have Swords Dance!! But everything gets walled by something, so make sure you make plays to get around the walls!!